Update progression balancing algorithm (#300)
* New progression balancing algo: computes based on percentage of locations available rather than absolute number of locations
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@ -1093,6 +1093,8 @@ class Item():
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trap: bool = False
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# change manually to ensure that a specific non-progression item never goes on an excluded location
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never_exclude = False
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# item is not considered by progression balancing despite being progression
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skip_in_prog_balancing: bool = False
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# need to find a decent place for these to live and to allow other games to register texts if they want.
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pedestal_credit_text: str = "and the Unknown Item"
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47
Fill.py
47
Fill.py
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@ -301,6 +301,12 @@ def flood_items(world: MultiWorld):
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def balance_multiworld_progression(world: MultiWorld):
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# A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
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# Overall progression balancing algorithm:
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# Gather up all locations in a sphere.
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# Define a threshold value based on the player with the most available locations.
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# If other players are below the threshold value, swap progression in this sphere into earlier spheres,
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# which gives more locations available by this sphere.
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balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
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if not balanceable_players:
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logging.info('Skipping multiworld progression balancing.')
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@ -311,21 +317,37 @@ def balance_multiworld_progression(world: MultiWorld):
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unchecked_locations = set(world.get_locations())
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reachable_locations_count = {player: 0 for player in world.get_all_ids()}
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total_locations_count = {player: sum(1 for loc in world.get_locations() if not loc.locked and loc.player == player) for player in world.player_ids}
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sphere_num = 1
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moved_item_count = 0
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def get_sphere_locations(sphere_state, locations):
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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return {loc for loc in locations if sphere_state.can_reach(loc)}
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def item_percentage(player, num):
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return num / total_locations_count[player]
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while True:
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# Gather non-locked locations. This ensures that only shuffled locations get counted for progression balancing,
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# i.e. the items the players will be checking.
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sphere_locations = get_sphere_locations(state, unchecked_locations)
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for location in sphere_locations:
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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if not location.locked:
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reachable_locations_count[location.player] += 1
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logging.debug(f"Sphere {sphere_num}")
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logging.debug(f"Reachable locations: {reachable_locations_count}")
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logging.debug(f"Reachable percentages: { {player: round(item_percentage(player, num), 2) for player, num in reachable_locations_count.items()} }\n")
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sphere_num += 1
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if checked_locations:
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threshold = max(reachable_locations_count.values()) - 20
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# The 10% threshold can be modified for "progression balancing strength" -- right now it approximates the old 20/216 bound.
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threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]), reachable_locations_count)) - 0.10
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logging.debug(f"Threshold: {threshold_percentage}")
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balancing_players = {player for player, reachables in reachable_locations_count.items() if
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reachables < threshold and player in balanceable_players}
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item_percentage(player, reachables) < threshold_percentage and player in balanceable_players}
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if balancing_players:
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balancing_state = state.copy()
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balancing_unchecked_locations = unchecked_locations.copy()
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@ -333,25 +355,30 @@ def balance_multiworld_progression(world: MultiWorld):
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balancing_sphere = sphere_locations.copy()
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candidate_items = collections.defaultdict(set)
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while True:
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# Check locations in the current sphere and gather progression items to swap earlier
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for location in balancing_sphere:
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if location.event:
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balancing_state.collect(location.item, True, location)
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player = location.item.player
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# only replace items that end up in another player's world
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if (not location.locked and
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if (not location.locked and not location.item.skip_in_prog_balancing and
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player in balancing_players and
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location.player != player and
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location.progress_type != LocationProgressType.PRIORITY):
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candidate_items[player].add(location)
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logging.debug(f"Candidate item: {location.name}, {location.item.name}")
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balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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for location in balancing_sphere:
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balancing_unchecked_locations.remove(location)
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balancing_reachables[location.player] += 1
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if not location.locked:
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balancing_reachables[location.player] += 1
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if world.has_beaten_game(balancing_state) or all(
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reachables >= threshold for reachables in balancing_reachables.values()):
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item_percentage(player, reachables) >= threshold_percentage
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for player, reachables in balancing_reachables.items()):
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break
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elif not balancing_sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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# Gather a set of locations which we can swap items into
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unlocked_locations = collections.defaultdict(set)
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for l in unchecked_locations:
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if l not in balancing_unchecked_locations:
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@ -374,7 +401,7 @@ def balance_multiworld_progression(world: MultiWorld):
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items_to_replace.append(testing)
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else:
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reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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if reachable_locations_count[player] + len(reduced_sphere) < threshold:
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if item_percentage(player, reachable_locations_count[player] + len(reduced_sphere)) < threshold_percentage:
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items_to_replace.append(testing)
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replaced_items = False
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@ -386,6 +413,7 @@ def balance_multiworld_progression(world: MultiWorld):
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items_to_replace.sort()
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world.random.shuffle(items_to_replace)
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# Start swapping items. Since we swap into earlier spheres, no need for accessibility checks.
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while replacement_locations and items_to_replace:
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old_location = items_to_replace.pop()
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for new_location in replacement_locations:
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@ -395,6 +423,7 @@ def balance_multiworld_progression(world: MultiWorld):
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swap_location_item(old_location, new_location)
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logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
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f"displacing {old_location.item} into {old_location}")
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moved_item_count += 1
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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break
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@ -402,10 +431,12 @@ def balance_multiworld_progression(world: MultiWorld):
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logging.warning(f"Could not Progression Balance {old_location.item}")
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if replaced_items:
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logging.debug(f"Moved {moved_item_count} items so far\n")
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unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
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for location in get_sphere_locations(state, unlocked):
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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if not location.locked:
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reachable_locations_count[location.player] += 1
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sphere_locations.add(location)
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for location in sphere_locations:
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@ -36,6 +36,8 @@ class OOTItem(Item):
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self.trap = name == 'Ice Trap'
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if force_not_advancement:
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self.never_exclude = True
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if name == 'Gold Skulltula Token':
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self.skip_in_prog_balancing = True
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# The playthrough calculation calls a function that uses "sweep_for_events(key_only=True)"
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# This checks if the item it's looking for is a small key, using the small key property.
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@ -41,6 +41,8 @@ class SM64World(World):
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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item = SM64Item(name, name != "1Up Mushroom", item_id, self.player)
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if name == "Power Star":
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item.skip_in_prog_balancing = True
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return item
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def generate_basic(self):
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